Let’s Play The 13th Age: 10-20
“13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming.”
- Pelgrane Press
Created by some of the designers behind D&D4e, 13th Age combines strategic turn-based combat with a new focus on roleplay and character development.
This is one of the longest-running actual play campaigns out there: it began back when 13th Age was still in development! This campaign stars the Rogue Elements, a bizarre band of troublemakers that have been tasked with saving the Dragon Empire.
The Cornerstone of Cathedral
The Rogues head to the holy city of Cathedral to learn the Wutang secret and steal the most valuable religious artifact in the world.
10: Cops and Robbers and Elements
Stumbling upon an Imperial camp, the party does their best to get themselves into their good graces via petty favors, cookery, and generally poor conversation. The new Emperor has wasted no time in beginning an aggressive advance into the High Druid's territory in the Wild Wood south of Santa Cora, but the threat of bandits has slowed them to a crawl.
11: More Like $#!? Hand
The party investigates the band of thieves that has targeted the imperial camp, hatching a scheme to turn the two against each other, ultimately coming through with some brand new enemies. Friends? No, none of those, sorry.
12: Scrutinizing Santa Cora
Ah, Santa Cora! Cathedral! Center of nearly all religions in the Empire, a masterpiece of democracy, equality, and cooperation-- in other words, the party arrives in the nicest place in the empire and acts about as you’d expect.
13: Campaign In Cathedral
Cathedral is a massive, ever-shifting and ever-growing conglomerate of chapels. The party searches through trials and tribulations for the one place they can learn more about the prophecy under which they labor: the hidden chamber of Wutang, God of Secrets.
14: Rip Smoulderboulder Destroys The Feywild
Bungling through the last few battles, the party meets up with Kalin Polldale, former companion. WIth his help, Wutang reveals the greatest secret of the age: the thirteen relics described in the prophecy are part of a grand ritual of resurrection...
The Great Gold Wyrm, defender of the world from the demonic Abyss, has perished.
15: The Cornerstone
The first of thirteen relics is the power source of the shifting Cathedral: the Cornerstone. After making off with it and crushing Cathedral (whoops!), the party faces their deadliest foes yet in their escape.
The Wild Woods
Deep in the wild woods, the Rogue Elements hitch a ride on a Koru Behemoth and fight a nemesis from Bella’s past.
16: The Worst Pirates
Recovering from their robbery, the party is tracked down by a band of sailors who declare Margaret to be their new captain, as prophesied by their previous leader. While boarding Captain Stone's new ship, enemy pirates waste no time in attacking.
17: The First Leaf of Spring
Traveling down a river into the heart of the Wild Wood, the party successfully finds the druids safeguarding the next relic: the First Leaf of Spring. The druids plan to burn the leaf as part of a ritual to grant their forces strength against the imperials approaching from the west.
Negotiation begins, but amid bartering, Bella spots a familiar face: Groat Underbelly, the druid who placed the curse of manifest music upon her!
18: Give Him A Hand
The crew receives the Leaf in exchange for an item of equivalent power: the arm of Rip Smoulderboulder, whose immortal reputation is starting to spread. For any other man, this would be a hard decision, but Rip chopped his arm off before they finished asking for it.
Bella creates a new arm for him with manifest music: the SOUNDFIST. Hand in hand, we rush South to catch a passing Koru Behemoth named Small Rigby in search of some Skin of the Behemoth.
19: Got Your Groat
Exploring the jungles on Small Rigby’s back in search of the next relic, the Skin of a Behemoth, the party discovers two important facts about their newest foe, Groat.
One, he is the leader of Rigby’s native village.
Two, he is corrupting Rigby’s flesh into demons as his part of a nefarious deal with the Diabolist.
20: Groat Gets Grilled
Skin sample in hand, the party rushes back to defeat Groat. Meanwhile, attracted by Groat’s foul deeds, a brand-new hellhole chock-full of demons opens up directly under Rigby!